What is the add-on you want the most ?

  • combat animation scene

    Votes: 16 80.0%
  • fog of war

    Votes: 1 5.0%
  • experience gain system

    Votes: 2 10.0%
  • permanent death

    Votes: 1 5.0%

  • Total voters
    20
  • Poll closed .
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This did fix it, thank you lots!

However, please let me know if you know of/come accross any ways to have both plugins, as I WOULD like to have both in my game.
You're welcome.
Glad to be of some help :3

And yeah sure thing.
I'd definitely let you know if I find a way.
 

Mojo907

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This did fix it, thank you lots!

However, please let me know if you know of/come accross any ways to have both plugins, as I WOULD like to have both in my game.
Place this plug in below Yanfly's Core Engine, I don't have Battle Engine Core installed, so I don't know what issue that may cause.
 

arleq1n

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I've done a remake of it with an engine of their own that they did for that game. And it has some interesting options to configure the enemy's artificial intelligence. I will pass the links if you are interested.
But in short, the enemies have the modes:
- Aggressive> Advance up the player by walking as many tiles as he can.
- Item / magic> You can use items and magic.
- Default route> As a patrol system. The enemy patrols certain area (x, y).
- Default> The range of the enemy is defined by regions (same in mv!). When the player steps in a certain region it activates the enemy's movement to attack it.
Also, if you put "land effects" it will be great too. It means that is an enemy is above a mountain tile, he has some bonuses of defense for example.
It's really interesting. I'll analyze this to improve artificial intelligence

Hello. This is a cool battle system, and I'm just trying to figure out how to suit it to my purposes. I would like to know if/how the CommandEquip (and quite possibly the YEP_EquipCore and _ChangeBattleEquip) plugin(s) are compatible with your Tactical System.
I haven't tested it so I can't tell you if it's compatible. But if it doesn't affect the combat system, it should be compatible.

Ever consider adding dead actor sprites? Right now everything disappears when killed, but I think the possibility of reviving teammates would be cool.
Yes, it is already in the feature list. This will be similar to what we can see in Final Fantasy Tactics.

I think there's a must to be done in any tactical system:
The player has to gain experience in the middle of combat. He kill an enemy, then the exp for this has to give to him right away. Level up in the middel of battle is amazing!!!!
I'm trying to this with events and other plugins, but its reaaly hard =/
On the first page, you have the list of features that will integrate the system.
The Experience gain system may be developed as an add-on.

Hey @Embxii I was wondering if you'd be wrking on an update where you can choose where a character can be placed.
Yes, later in the development. The battle preparation will allow the player to choose the active units during the battle.

Combat animation scene:
I've been really busy the last three weeks. I would also be less active in the following weeks.
I added the combat animation scene on the page. It must be placed below TacticsSystem in the plugin manager. This is a first version and there is a lot of missing features. I have already planned some improvements. I also worked on version 4.1 which offers a new look at the interface. It will be updated when I have time.
 

Eliaquim

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It's really interesting. I'll analyze this to improve artificial intelligence


I haven't tested it so I can't tell you if it's compatible. But if it doesn't affect the combat system, it should be compatible.


Yes, it is already in the feature list. This will be similar to what we can see in Final Fantasy Tactics.


On the first page, you have the list of features that will integrate the system.
The Experience gain system may be developed as an add-on.


Yes, later in the development. The battle preparation will allow the player to choose the active units during the battle.

Combat animation scene:
I've been really busy the last three weeks. I would also be less active in the following weeks.
I added the combat animation scene on the page. It must be placed below TacticsSystem in the plugin manager. This is a first version and there is a lot of missing features. I have already planned some improvements. I also worked on version 4.1 which offers a new look at the interface. It will be updated when I have time.
Thanks! You have doing a great job. Do you have a *******? Now i'm without money, but certainly i will contribute with some when i have it!
I try to add the combat scene now, but it doens't work. The game still shows the same combat style of tactics system.
I try it with the demo and only with those two plugins.Put in this order in the plugin manager.
Tactics system
Combat scene
 

arleq1n

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@Eliaquim I forgot to update the TacticsSystem. Normally it's functionnal now with 4.0.3. Thanks for reporting this.
No, I haven't a Patron account. You can support me when I release my game. It is in a way thanks to the game I develop that this system exists.
 

Eliaquim

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@Eliaquim I forgot to update the TacticsSystem. Normally it's functionnal now with 4.0.3. Thanks for reporting this.
No, I haven't a Patron account. You can support me when I release my game. It is in a way thanks to the game I develop that this system exists.
Thanks!! Let me know when your game is released then! :D

[EDIT] Anyone knows if there's a way to force the end of the battle?
I wanna make a item or skill that when used, the party can flee from a battle.

i already thry this script calls:
Code:
BattleManagerTS.isBattleEnd();
BattleManagerTS.terminate();
this.processDefeat();
$gameTroopTS.isAllDead()
Also, i want to know if there's a way to check the position of the selector.
Code:
Game_SelectorTS
Sprite_SelectorTS();
I see in the plugin a code to set the position of the game selector to the player position at the start battle:

Code:
BattleManagerTS.setup = function() {
    this.initMembers();
    $gameScreen.onBattleStart();
    $gameTroop.clear();
    this.createGameObjects();
    var x = $gamePlayer.x;
    var y = $gamePlayer.y;
    $gameSelectorTS.setPosition(x, y);
 
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kmack

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Love your system! Thank you so much for all of the hard work!

How would I make other plugins compatible with this? For instance, I plan to use SRD's Skill Extender Plugin (http://sumrndm.site/skill-extender/). While the plugin itself does not error, the skills are not extended in the combat page since your system bypasses the normal battle system for your custom battle system.

Anyone have any ideas?
 

arleq1n

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Anyone knows if there's a way to force the end of the battle?
I wanna make a item or skill that when used, the party can flee from a battle.
You can use this for flee a battle :
Code:
BattleManagerTS.endBattle(1);
Also, i want to know if there's a way to check the position of the selector.
You can save the x coordinate and y coordinate of the selector in variable with this code :
Code:
var x = $gameSelectorTS.x;  // get x
var y = $gameSelectorTS.y;  // get y

// set x value in variable id 1
$gameVariables.setValue(1, x);
// set y value in variable id 2
$gameVariables.setValue(2, y);

How would I make other plugins compatible with this? For instance, I plan to use SRD's Skill Extender Plugin (http://sumrndm.site/skill-extender/). While the plugin itself does not error, the skills are not extended in the combat page since your system bypasses the normal battle system for your custom battle system.
I don't have time to test so I don't know if the solution works.
  1. In TacticsSystem.js, you must replace all SceneBattleTS to SceneBattle;
  2. In SkillExtender.js, you must replace all BattleManager to BattleManagerTS;
  3. In SkillExtender.js, you must replace all BattleManagerTS.actor() to BattleManagerTS.subject().
 

DK

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line 2825: DataManager_createGameObjectsTS.call();
you lost "this"
 

Eliaquim

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You can use this for flee a battle :
Code:
BattleManagerTS.endBattle(1);

You can save the x coordinate and y coordinate of the selector in variable with this code :
Code:
var x = $gameSelectorTS.x;  // get x
var y = $gameSelectorTS.y;  // get y

// set x value in variable id 1
$gameVariables.setValue(1, x);
// set y value in variable id 2
$gameVariables.setValue(2, y);



I don't have time to test so I don't know if the solution works.
  1. In TacticsSystem.js, you must replace all SceneBattleTS to SceneBattle;
  2. In SkillExtender.js, you must replace all BattleManager to BattleManagerTS;
  3. In SkillExtender.js, you must replace all BattleManagerTS.actor() to BattleManagerTS.subject().
This help me a lot! Especially the skillextender tips!! xD

Also, i made something nice. If you are using sprites bigger than 48x48 and you want to change the selector size, you can do this.
1 -Choose your selector size as desired, and then make a sprite for it. Like you put in the event graphics.
2 - Make the selector transparent leaving the selector.png file in blank.
And do as the image below

In reaaly, i was trying to move the events with the arrows, instead to point and click. Still trying, but i got into this result:
 

AlecWallace

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Hello everyone!

I just installed the plugin and added the selector png to the img/system folder.

The battle loads, but the selector never appears, and while the events move (stepping animation only) , there is no way to progress.

I have 4 actors, all in the party, and 7 enemies. And it is a larger map.

Are there any constraints that I might be overlooking, such as limit of enemies or size of map, that could be causing this to happen? I don’t have any other plugins installed
 
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Hello everyone!

I just installed the plugin and added the selector png to the img/system folder.

The battle loads, but the selector never appears, and while the events move (stepping animation only) , there is no way to progress.

I have 4 actors, all in the party, and 7 enemies. And it is a larger map.

Are there any constraints that I might be overlooking, such as limit of enemies or size of map, that could be causing this to happen? I don’t have any other plugins installed
As far as I am concerned there is no real limit on the number of allies/enemies that can be on a map.
I have one fairly large map with 7 allies and 18 enemies on it.

Anyways, did you make sure to put "<actor:x>" in the Note section in your allies event page on the map?
Where "x" would be their ID.
Make sure to do the same for enemies.
I am sure you already did this, but that is the only thing I can think of that would cause
your problem.


If that doesn't work, download the Demo and try to remake its map the best you can.
It will probably help you see what you did wrong.

If your issue is still occurring, then you can also just use the Demo provided as your main game.
Just copy and paste all your previous RPG Maker MV Data into the Demo.
But make sure all the Tactical System Scripts are up to date.
 

AlecWallace

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Took a bit to sort out but I found that my event triggering startBattleTS was n=set to autorun instead of parallel. Thank you Empress for the nudge in that direction.
 

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Alright, so, I'm an absolute noob when it comes to everything RPG Maker MV. And I need help, like, a lot of help with this, I have no idea what I'm doing, or where I'm supposed to put commands. Usually I can figure it out, but I didn't even learn the basics of RPG Maker necessarily, so I can't use them for basis of comparison.
For what I have going, I have a Ghost sprite (affectionately named Lich) that is set to trigger a battle when the pc is parallel to him. The battle triggers, but then the battle is immediately won. No actual battle, no testing of mechanics, nothing.
 
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Took a bit to sort out but I found that my event triggering startBattleTS was n=set to autorun instead of parallel. Thank you Empress for the nudge in that direction.
Oh, lol
I make that mistake sometimes as well.
Glad you figured it out :3
 
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Alright, so, I'm an absolute noob when it comes to everything RPG Maker MV. And I need help, like, a lot of help with this, I have no idea what I'm doing, or where I'm supposed to put commands. Usually I can figure it out, but I didn't even learn the basics of RPG Maker necessarily, so I can't use them for basis of comparison.
For what I have going, I have a Ghost sprite (effectionately named Lich) that is set to trigger a battle when the pc is parallel to him. The battle triggers, but then the battle is immediately won. No actual battle, no testing of mechanics, nothing.
Hm...okay.
Bare with me.

So first off, let me say that the maker of this script has a Demo available for download.
You should be able to just study that demo and easily learn the basics.

But anyways, this script is super easy to use, even for noobs like ourselves.
---

1) Create a Map
2) Place down your allies. Put "actor:x" in the "Note" section of the ally events. Where "x" is their ID.
3) Do the same for your enemies. Put "enemy:x" in the "Note" section of your enemies, where "x" is their ID
4) Create an event that initiates the battle
5) Success (hopefully)

Here are some picture guides:
So first, the map: https://i.imgtc.com/WleAkwT.png

Then place your allies/enemies: https://i.imgtc.com/epmV6jX.png

Then have your event that initiates the battle: https://i.imgtc.com/4QDvgCp.png

I think that is all there is too it, for the battle part at least.
Now for skills.

Basically they work the same as always, but now they have range!
Don't worry, it's super easy to implement.
Simply go to this website and define how much range you want your skill to have: https://lecodemv.github.io/leTBS-AoE_Creator/

Then you want to hit "Generate".
After that, you will need to sift through the code and remove all the "c" letters.
So it might generate something like this: "[cx,cy-1],[cx-1,cy],[cx+1,cy],[cx,cy+1]"
But you want to make it like this: "[x,y-1],[x-1,y],[x+1,y],[x,y+1]"

Then go to your Skills menu.
Then in the "Note" section of your skill, place down <range:x>
where "x" is the range.

So in this example, it'd look like this: <range:[x,y-1],[x-1,y],[x+1,y],[x,y+1]>
Here is another picture: https://i.imgtc.com/PrxyTti.png

We are almost done.
Now, the default movement for allies/enemies is 5.
You can change this in the script settings.

You can increase or decrease the amount of tiles an enemy or ally can move by putting
<move:x>
into their "Note" box.
Where "x" is the number of tiles they can move.

Finally, enemies will only try to attack you if you're in their range.
If not, they will just stand there.
This has its perks and can be used to make battles more structured, but I am sure you'd also want some enemies to try and move towards you and attack you too, even if they can't attack you at first.
To accomplish this, put:
<aggro: x>
into their "Note" box.
Where "x" is the number of tiles you must be within for them to start pursuing you.

So for example, say you have an enemy with 5 Move, and 10 Aggro.
This means that the enemy will come after the player within 10 spaces, but will only be able to move 5 spaces.

Simple yes?
You can also put <aggro:x> into the "Note" sections on the enemies on the map to give them individual aggro settings.
Where "x" is the...well, you get the point by now lol

That way, you can have the same enemy have different aggros.
Perhaps you want warriors on the frontline to immediately chase after the player, but also have warriors
in the back who don't chase the player right away.

I think that is most of it...
If you need any more help or if I wasn't clear on something, please feel free to ask.
:>
 
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Baldur

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Hm...okay.
Bear with me.

So first off, let me say that there maker of this script has a Demo available for download.
You should be able to just study that demo and easily learn the basics.

But anyways, this script is super easy to use, even for noobs like ourselves.
---

1) Create a Map
2) Place down your allies. Put "actor:x" in the "Note" section of the ally events. Where "x" is their ID.
3) Do the same for your enemies. Put "enemy:x" in the "Note" section of your enemies, where "x" is their ID
4) Create an event that initiates the battle
5) Success (hopefully)

Here are some picture guides:
So first, the map: https://i.imgtc.com/WleAkwT.png

Then place your allies/enemies: https://i.imgtc.com/epmV6jX.png

Then have your event that initiates the battle: https://i.imgtc.com/4QDvgCp.png

I think that is all there is too it, for the battle part at least.
Now for skills.

Basically they work the same as always, but now they have range!
Don't worry, it's super easy to implement.
Simply go to this website and define how much range you want your skill to have: https://lecodemv.github.io/leTBS-AoE_Creator/

Then you want to hit "Generate".
After that, you will need to sift through the code and remove all the "c" letters.
So it might generate something like this: "[cx,cy-1],[cx-1,cy],[cx+1,cy],[cx,cy+1]"
But you want to make it like this: "[x,y-1],[x-1,y],[x+1,y],[x,y+1]"

Then go to your Skills menu.
Then in the "Note" section of your skill, place down <range:x>
where "x" is the range.

So in this example, it'd look like this: <range:[x,y-1],[x-1,y],[x+1,y],[x,y+1]>
Here is another picture: https://i.imgtc.com/PrxyTti.png

We are almost done.
Now, the default movement for allies/enemies is 5.
You can change this in the script settings.

You can increase or decrease the amount of tiles an enemy or ally can move by putting
<move:x>
into their "Note" box.
Where "x" is the number of tiles they can move.

Finally, enemies will only try to attack you if you're in their range.
If not, they will just stand there.
This has its perks and can be used to make battles more structured, but I am sure you'd also want some enemies to try and move towards you and attack you too, even if they can't attack you at first.
To accomplish this, put:
<aggro: x>
into their "Note" box.
Where "x" is the number of tiles you must be within for them to start pursuing you.

So for example, say you have an enemy with 5 Move, and 10 Aggro.
This means that the enemy will come after the player within 10 spaces, but will only be able to move 5 spaces.

Simple yes?
You can also put <aggro:x> into the "Note" sections on the enemies on the map to give them individual aggro settings.
Where "x" is the...well, you get the point by now lol

That way, you can have the same enemy have different aggros.
Perhaps you want warriors on the frontline to immediately chase after the player, but also have warriors
in the back who don't chase the player right away.

I think that is most of it...
If you need any more help or if I wasn't clear on something, please feel free to ask.
:>
You are *literally* the best.

RPG Maker MV is user-friendly, for the most part, but plugins, I've found, are not so easily intuitive, at least not that the start. But all of that makes absolute sense to me, thank you so much. And it worked!
 

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Alright, so generally, everything is working as intended, except when I try to add diagonals to the range of, say, a fireball.

This is the string I have for it:
<range:[x-3,y-3],[x-2,y-3],[x-1,y-3],[x,y-3],[x+1,y-3],[x+2,y-3],[x+3,y-3],[x-3,y-2],[x-2,y-2],[x-1,y-2],[x,y-2],[x+1,y-2],[x+2,y-2],[x+3,y-2],[x-3,y-1],[x-2,y-1],[x-1,y-1],[x,y-1],[x+1,y-1],[x+2,y-1],[x+3,y-1],[x-3,y],[x-2,y],[x-1,y],[x+1,y],[x+2,y],[x+3,y],[x-3,y+1],[x-2,y+1],[x-1,y+1],[x,y+1],[x+1,y+1],[x+2,y+1],[x+3,y+1],[x-3,y+2],[x-2,y+2],[x-1,y+2],[x,y+2],[x+1,y+2],[x+2,y+2],[x+3,y+2],[x-3,y+3],[x-2,y+3],[x-1,y+3],[x,y+3],[x+1,y+3],[x+2,y+3],[x+3,y+3]>

When I boot up the game to test it, the Fireball spell is unselectable until I'm in an adjacent tile to the enemy, and then it works as I intend it to, where it has all of the different ranges applied to it. That kind of defeats the purpose of trying to apply range to an ability, y'know?
 
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Alright, so generally, everything is working as intended, except when I try to add diagonals to the range of, say, a fireball.

This is the string I have for it:
<range:[x-3,y-3],[x-2,y-3],[x-1,y-3],[x,y-3],[x+1,y-3],[x+2,y-3],[x+3,y-3],[x-3,y-2],[x-2,y-2],[x-1,y-2],[x,y-2],[x+1,y-2],[x+2,y-2],[x+3,y-2],[x-3,y-1],[x-2,y-1],[x-1,y-1],[x,y-1],[x+1,y-1],[x+2,y-1],[x+3,y-1],[x-3,y],[x-2,y],[x-1,y],[x+1,y],[x+2,y],[x+3,y],[x-3,y+1],[x-2,y+1],[x-1,y+1],[x,y+1],[x+1,y+1],[x+2,y+1],[x+3,y+1],[x-3,y+2],[x-2,y+2],[x-1,y+2],[x,y+2],[x+1,y+2],[x+2,y+2],[x+3,y+2],[x-3,y+3],[x-2,y+3],[x-1,y+3],[x,y+3],[x+1,y+3],[x+2,y+3],[x+3,y+3]>

When I boot up the game to test it, the Fireball spell is unselectable until I'm in an adjacent tile to the enemy, and then it works as I intend it to, where it has all of the different ranges applied to it. That kind of defeats the purpose of trying to apply range to an ability, y'know?
Firstly, I am glad you got most of this working :3

Anyways, sorry for the late reply, but everything works fine on my end.
I took your code and put it on a skill, and it worked for me.

I could cast the spell from 5 tiles away from the enemy, just like how it is, in the code.
Here is what it looks like on my end: https://i.imgtc.com/RFj0fuE.png
https://i.imgtc.com/8tSEfH1.png

As you can see, the regular "Blaze" spell is greyed out because it doesn't have enough range, whereas the
"Blaze+" spell, which uses your code, can reach.

The most probable thing that is causing your issue are other scripts you have.
Scripts can sometimes mess with other scripts to create a mess.
I'd turn off all your scripts except for the Tactical Battle one of course, and see if the issue is still coming up.

Try and cut the fat and remove all the scripts that cause compatibility issues, if you can.
If the issue is still occurring then it must be a strange error on your end...
Hope you can figure it out :3
 

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AHHHHH I FOUND OUT WHAT IT WAS
You probed my brain with the "Out of Range" thing, so I tested it and I literally couldn't select the ability because the enemy was out of range.
Thank you so much.
 
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